Magnetic game.



Patented Mar. l2. 190i.

No. 669,723. I

' J. R. DAVIS.

MAGNETIC GAME.

(Appficlfion filed Jan. 23,1901.)

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JESSE R. DAVIS, OF PARKERSBURG, NEST VIRGINIA.

MAGNETIC GAIN! E.

SPECIFICATION formingpart of Letters Patent No. 669,723, dated March 12, 1901. Application filed January 28, 1901. Serial No. 44,377. O m

To all whom, it may concern Be it known that I, JESSE R. DAVIS, a citizen of the United States, residing at Parkersburg, in the county of Wood and State of est Virginia, have invented certain new and useful Improvements in Magnetic Games; and I do hereby declare the following to be a full, clear, and exact description of the invention, such as will enable others skilled in the art to which it appertains to make and use the same.

My invention relates to games and toys, but more particularly to the subclass of elec tric toys, and has for its object to provide a magnetic game which consists in providing a game-board with a series of magnets, upon which board a number of magnetic and nonmagnetic arrows are employed.

My invention also consists in certain other features of combination and arrangement, the points of novelty of which will be hereinafter fully described, and specifically pointed out in the appended claims.

Referring to the accompanying drawings, Figure 1 is a plan view of my game-board.

Fig. 2 is a section through the center of the same. Fig. 3 is a perspective View of a cover of celluloid or paper fiber. Fig. 4 is a per spective View of the double or starting arrow. Fig. 5 is a side elevation of one of the playing-arrows. Fig. 6 is a top plan View of the same. 7

Like numerals of reference indicate like parts throughout the several figures, in which 1 is the gameboard, hollowed out at 2 to receive the magnets 3, which are either of soft iron or hardened steel and wound with No. 22 wire, so as to make a strong magnet.

4 are binding-posts to which an ordinary battery is connected, and the circuit is closed by a push-button '5. Said battery and pushbutton may be used or not, as desired.

Upon the board 1 are a series and combination of numbers, which Will be hereinafter fully described.

6 is a cover of celluloid or paper fiber, adapted to fit over the top of said game-board for the purpose of changing the game, and any number and variety of these covers can be supplied, each being a different magnetic game. Said cover 6 is provided with the vertical Walls 7, which fit snugly over the vertical wall 8 of the game-board 1 to prevent its slipping, and said cover (5 is also provided with a circular opening 8', which registers directly above the push-button 5 in the game-board 1, whereby said push-button may be operated when using the cover. Said cover 6 is also provided with a series of small circular openings 9, very much smaller than the magnets 3 in the game-board l, but which register directly above said magnets when said cover is placed on the board. As aforesaid, said cover forms a board fora different game. The one shown in the drawings will be hereinafter fully described.

10 is the double or starting arrow composed of one magnetic arrow and one non-magnetic arrow securely fastened together, said arrows being identical in color, form, and appearance, so that the magnetic cannot be distinguished from the non-magnetic arrow. Said double arrow has also a double offset in its center and the offset portion 11 rounded, so that said arrow may rock and turn readily.

12 is one of the single arrows, also provided with the offset portion 11 for the purposes just described.

Having thus specifically described the several parts of my invention, its operation is as follows: Any even number of arrows l2, preferably twenty-four, are placed in a box, half the number of said arrows being made of material which will be attracted by the magnets 3 and the other half being made of material which will not be attracted by said magnets, all of said arrows -being identical in color, form, and appearance, so that the magnetic cannot be distinguished from the non-magnetic arrows. After placing said arrows in a box and thoroughly commingling the same each person chooses an equal number of arrows. The game is then started by placing the double arrow 10 on the cross 13 directly in front of the push-button 5, and each person selects a point of said double arrow, and the person choosing the point which is attracted to the first magnet is entitled to begin the game in the left or multiplication side of the game-board, and the person Whose point was not attracted begins on the left or subtraction side of the board. lVhen it is thus determined who is to play first, said first player begins and places one of his arrows 12 on the first magnet, which is 2X 1:2, and if said arrow is attracted the player is entitled to two points; but if not attracted he is entitled to nothing. The second player then places one of his arrows on the first magnet, and if said arrow is attracted he subtracts two from the first players two, leaving him nothing. If said arrow is not attracted,then the player receives nothing. The first player now places his second arrow on the second magnet, 2 X 2:4, and if attracted he is entitled to four points; but if not attracted he is entitled to nothing. The second player then places his arrow on said magnet, and if not attracted he gets nothing; but if attracted he takes three points away from the first player, leaving him one. This is continued until all the arrows are laid.

The game may also be played with letters in place of numbers, as shown in Fig. 3, which is as follows: The letters are arranged in the order of the alphabet, each magnet having two letters, except the last two magnets,which have three each. The words are arranged on each side of the magnets, and the first player is determined by the double arrow hereinbefore described. The person thus entitled to play first begins on the right-hand side by placing an arrow over the first magnet, and if attracted he gets X Y Z. If not attracted, he is entitled to nothing. The second player then places an arrow over the magnet, and if attracted heis also entitled to X Y Z. If not attracted, he is entitled to nothing, and so on through the game. If, for instance, the

first player should have an arrow attracted on the magnets designated by XY Z, ST, M N, K L, and A B, he may begin at the first word on the left side and ascertain how may words he can spell with the letters he is entitled to, and the number after the word indicates how much he will receive for spelling it-for instance Xmas equals seventy-five points for first player. Should the second players arrows be attracted on (U V W, (O P, (1; IJ, (I J, (E F, and O D, he also may begin at the left side and ascertain how many of the words he can spell with these letters. For instance, Olive equals thirty points for second player. Void equals five points, making a total of thirty-five points for second player.

The game may be played for any number agreed upon, and the first player aggregating that number wins the game. If five hundred is the number, the first player who is able to spell Magnetic game receives five hundred points and wins.

Having thus fully described my invention, I do not wish to be understood as limiting myself to the exact construction herein set forth, as various slight changes might be made therein which would fall within the limit and scope of my invention.

What I claim as new, and desire to secure by Letters Patent of the United States, is

1. In a magnetic game, the combination of a game-board, a series of magnets secured therein, magnetized and non-magnetized arrows, and a double arrow composed of a magnetized and a non-magnetized arrow, substantially as described.

2. In a magnetic game, the combination of a game-board and magnets, of magnetic and non-magnetic arrows having a double offset in their centers, substantially as described.

In testimony whereof I affix my signature in presence of two witnesses.

JESSE R. DAVIS.

WVitnesses:

Aenns DUNCAN, J. M. MrrcHEL. 

